Author Topic: [AXE] Bullet Hell  (Read 16680 times)

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Offline Roboman

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[AXE] Bullet Hell
« on: November 20, 2012, 09:32:30 pm »
My own project thread as my second post 8)
A bullet hell is basically filling the screen with bullets and you want to avoid dying to them.
I have been working on this for ~ 1 week before I joined Omnimaga.
Here is the game in its current state running with a run through the source code(it is open source for the moment, mabie even through finishing the project)

I would include source code, but I have yet to reach 40 posts.
It will likely consist of a boss battle, a trip to the upgrade menu, and rinse and repeat until you die or run out of bosses to fight. 
One problem though,  I need boss routines.
The one shown in the image is the most difficult pattern of bullet spawning i have yet to discover, but difficulty is not the only goal.  They need to be sweet patterns(much like those found in the link).  I really am drawing a blank as to how to do this, so any help would be nice!

*Edit* I am using AXE 0.2.2. Is this outdated?
If you can create a boss Subroutine that gets called once a frame, that boss will be named after you :D
                                                                                           You can name that Boss


Ok... here is some documentation.
Spoiler For Spoiler:
D = # of bullets
Sprite 1 = bullet
sprite 2 = ship
h = hp*256(it is inflated for accuracy)
a = ship's x position(not inflated)
b = ships y position(also not inflated)
every bullet uses 6 bytes(2 for x pos, 2 for y pos, 1 for x speed, 1 for y speed)
f points to the start of the current bullet
{f}r =x pos
{f+2}r=y pos
{f+4}=x speed
{f+5}=y speed

will do some inline documentation with comments but for now this is what i got
« Last Edit: November 22, 2012, 03:41:53 pm by Roboman »
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Offline Geekboy1011

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Re: [AXE] Bullet Hell
« Reply #1 on: November 20, 2012, 09:35:14 pm »
This may sound daunting but i will suggest possibly making a miniature scripting system for coding your bullet patterns will save space in the long run.

As for help do you mind putting up documentation on how your engine handles bullets and stuff easiest way for others to help is to learn from what you have :D

Offline Roboman

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Re: [AXE] Bullet Hell
« Reply #2 on: November 20, 2012, 09:39:33 pm »
Ok, will do the documentation.  And I am going for filling the screen with bullets much like in bullet audyssey.
*Edit* miniature scripting system?
« Last Edit: November 20, 2012, 09:58:43 pm by Roboman »
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I always post in good faith!
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If I end up being rude please tell me and understand!
Spoiler For Spoiler:
:-[  I never mean to say things ... negativley...
I am a bit socialy aqward so I often dont pick up on sarcasm or recognize myself being rude...

...

I am sorry for any offence...

Offline Darl181

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Re: [AXE] Bullet Hell
« Reply #3 on: November 21, 2012, 12:23:00 am »
Looks pretty good!
And yes Axe 0.2.2 is outdated, it's up to 1.1.2 now. ;)

As for the scripting system, I'm guessing he means having the patterns stored somehow and a routine runs through the stored data and uses that to tell where to create the bullets. This sort of thing could get complicated pretty fast, tho, so feel free to ask for help :)
« Last Edit: November 21, 2012, 12:23:44 am by Darl181 »
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Offline aeTIos

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Re: [AXE] Bullet Hell
« Reply #4 on: November 21, 2012, 05:57:53 am »
yeah axe 0.2.2 is.. kinda... outdated... :O
This sounds cool by the way :D I hope you can finish it.
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Offline Roboman

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Re: [AXE] Bullet Hell
« Reply #5 on: November 21, 2012, 09:34:54 am »
And yes Axe 0.2.2 is outdated, it's up to 1.1.2 now. ;)
oh... snap...
I downloaded the wrong one.
Now i have to learn so much new and changed syntax, its almost like a transition from C++ to java.
 :banghead:
« Last Edit: November 21, 2012, 09:52:19 am by Roboman »
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I always post in good faith!
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If I end up being rude please tell me and understand!
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:-[  I never mean to say things ... negativley...
I am a bit socialy aqward so I often dont pick up on sarcasm or recognize myself being rude...

...

I am sorry for any offence...

Offline aeTIos

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Re: [AXE] Bullet Hell
« Reply #6 on: November 21, 2012, 09:58:16 am »
Well that's a bit too quick, the base syntax was left the same ;)
But yeah the transition from the last beta to 1.1.x was quite a shock to me too
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Offline Roboman

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Re: [AXE] Bullet Hell
« Reply #7 on: November 22, 2012, 12:01:03 pm »
I guess you are right.  I updated Axe on my calculator, and printed out the v1.1.2 Command List.
I tried to compile my source without modifying it at all and it works! :D.
I was just jumping to conclusions ;).

I am going to work on getting inline documentation today(even though it is thanksgiving, I feel like doing it XD), and I want to know...  Is there any way to upload my code before 40 posts?
(aka putting a link to mediafire)
Spoiler For Spoiler:
Quote from:  the Omnimaga download section
you can link to the file info page on www.ticalc.org, www.cemetech.net or www.tiplanet.org if it is also available there, but no other sites are allowed right now
Oh... nevermind.
Or is doing anything like that against the rules?  I don't remember reading any rule like that and I don't want to dig through the rules list again x.x.
« Last Edit: November 22, 2012, 12:16:23 pm by Roboman »
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UP-UP-DOWN-DOWN-LEFT-RIGHT-LEFT-RIGHT-B-A-ENTER


I always post in good faith!
http://en.wikipedia.org/wiki/Good_faith
If I end up being rude please tell me and understand!
Spoiler For Spoiler:
:-[  I never mean to say things ... negativley...
I am a bit socialy aqward so I often dont pick up on sarcasm or recognize myself being rude...

...

I am sorry for any offence...

Offline lkj

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Re: [AXE] Bullet Hell
« Reply #8 on: November 22, 2012, 01:21:46 pm »
The rule about other upload sites is only for the download section, in normal posts you can link to any upload site.

Offline Roboman

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Re: [AXE] Bullet Hell
« Reply #9 on: November 22, 2012, 03:36:47 pm »
The rule about other upload sites is only for the download section, in normal posts you can link to any upload site.
:O That is fantastic!
Well then, here it is:  The source code with inline documentation as I promised.
http://www.mediafire.com/?cp2wmfgei3m3q8i
:w00t:
UP-UP-DOWN-DOWN-LEFT-RIGHT-LEFT-RIGHT-B-A-ENTER


I always post in good faith!
http://en.wikipedia.org/wiki/Good_faith
If I end up being rude please tell me and understand!
Spoiler For Spoiler:
:-[  I never mean to say things ... negativley...
I am a bit socialy aqward so I often dont pick up on sarcasm or recognize myself being rude...

...

I am sorry for any offence...

Offline Roboman

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Re: [AXE] Bullet Hell
« Reply #10 on: November 27, 2012, 09:21:15 am »
I am still here! :o  Do not worry. ;D
I was having a terrible time squashing a bug that would crash it on the first frame...  I have since worked that out, but I was forced to look deep into my code again... and optimizations happened :D.
I think I know a way to add some level of skill to the game without taxing the hardware very much... Energy.
The health bar at the bottom is now Energy.  You lose Energy when you 1:Get hit by a bullet.  2:Shoot(not implemented yet).  3:Use time slow(shown in screenshots when screen inverts).
What do you think of this?
The speed significantly increased, and I decided to throw that away for a fantastical graphical effect I stumbled on! :w00t:
Why do I say "throw that away"?  The effect is impossible without drawing two sprites for every bullet.  :-\
I was also working on the 'Boss API' (a different subroutine for every boss, executed once per frame(if you wanted too you could make a boss routine that isn't a boss at all... it could handle multiple enemies instead  :crazy:)) and the boss you see in the screenie is an example boss I am not done coding yet(it only lacks health/ healthBar).
Here is screenie of before the fantastical graphical effect:


And here is a screenie of after the fantastical graphical effect:



What do you think?  Is it worth the speed decrease?

Ok.  That is all I have.  Here is the source code download(Fantastical graphical effect included, comment it out if u want, it IS labeled by a comment.)http://www.mediafire.com/download.php?ou3aar8po27ayrn
:w00t:
UP-UP-DOWN-DOWN-LEFT-RIGHT-LEFT-RIGHT-B-A-ENTER


I always post in good faith!
http://en.wikipedia.org/wiki/Good_faith
If I end up being rude please tell me and understand!
Spoiler For Spoiler:
:-[  I never mean to say things ... negativley...
I am a bit socialy aqward so I often dont pick up on sarcasm or recognize myself being rude...

...

I am sorry for any offence...

Offline TIfanx1999

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Re: [AXE] Bullet Hell
« Reply #11 on: November 27, 2012, 09:55:18 am »
Not worth the speed decrease IMO. Work mor on making a complete product and then see how your total engine speed is. If you have a decent frame rate you can play around with adding things like that. :)

Offline pimathbrainiac

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Re: [AXE] Bullet Hell
« Reply #12 on: November 27, 2012, 10:07:40 am »
Actually, it's up to 1.2.0

http://ourl.ca/4060/325065
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Offline Roboman

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Re: [AXE] Bullet Hell
« Reply #13 on: November 27, 2012, 10:23:37 am »
Actually, it's up to 1.2.0

http://ourl.ca/4060/325065
Actually, at the time of him posting that Axe was up to 1.1.2,Axe 1.2.0 has yet to come out.
« Last Edit: November 27, 2012, 10:37:33 am by Roboman »
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I always post in good faith!
http://en.wikipedia.org/wiki/Good_faith
If I end up being rude please tell me and understand!
Spoiler For Spoiler:
:-[  I never mean to say things ... negativley...
I am a bit socialy aqward so I often dont pick up on sarcasm or recognize myself being rude...

...

I am sorry for any offence...

Offline leafy

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Re: [AXE] Bullet Hell
« Reply #14 on: November 27, 2012, 11:10:53 am »
Well to speed up each bullet you could use two rectangles to draw the back part of the bullet and one rectangle for the overlay. How much speed that would save I'm not certain, but it might be worth looking into.
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